Work towards using vertex pulling for lighting caps, alignment issues
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@@ -1,11 +1,48 @@
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#version 450 core
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layout (location = 0) in vec4 position;
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struct PosColNorm { vec4 pos; vec4 col; vec4 norm; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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out float drawbit;
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void main()
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layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
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layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
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layout(location=0)uniform vec3 lightPos;
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layout(location=1)uniform vec4 lumRad;
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vec4 projNear (vec4 pos)
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{
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gl_Position = vec4(position.xyz,1);
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drawbit = position.w;
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (100 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 100 , 1) ;
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}
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vec4 tris[3] =
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{vec4(0,0,0,1)
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,vec4(1,1,0,1)
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,vec4(0,1,0,1)
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};
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bool ztest (vec4 p) {return p.z - lightPos.z > 0;}
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void main() {
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int j = gl_VertexID/3;
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int i1 = j * 3;
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uint t = indices[gl_VertexID];
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//uint t = gl_VertexID;
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gl_Position = tris[t];
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//uint t = gl_VertexID % 3;
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vec4 p = data[indices[gl_VertexID]].pos;
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// gl_Position = (p.w == 1
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// && ztest(data[indices[i1]].pos)
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// && ztest(data[indices[i1+1]].pos)
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// && ztest(data[indices[i1+2]].pos)
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// ? theMat * projNear(p)
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// : vec4(1,1,1,0)
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// );
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}
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//layout (location = 0) in vec4 position;
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//layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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//uniform vec3 lightPos;
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//uniform vec4 lumRad;
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//out float drawbit;
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//void main()
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//{
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// gl_Position = vec4(position.xyz,1);
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// drawbit = position.w;
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//}
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@@ -1,9 +1,4 @@
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#version 450 core
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//layout (location = 0) in vec4 poss;
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//void main()
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//{
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// gl_Position = poss;
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//}
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struct PosTex { vec4 pospos; vec4 texang; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 2) readonly buffer Pos { PosTex data[]; };
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